Crafted Artifact

Polamedes Cortical Stacks

Created by Dominic West, given to Polamedes.
A small metal neckplate that lays flat against the back of the neck. At the top of it is a small needle connected to a module that when activated punctures and connects directly to the brainstem.

Not foolproof yet, but the silvery metal implant is placed along the back of the neck and runs up toward the base of the skull. Encoding data constantly from the brain via its connection, the implant is ready at all times to provide all data required to recreate the user. So long as the implant is taken to a suitable computing device, it can process the information and, using Dominic's patented energy into matter technology, create a new body for the subject on the spot. Though it does leave the question unanswered as to whether or not it's the same person or an entirely new person created in the image of the person who came before.


You gain the following benefits as long as you are wearing this Artifact.

If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state, though you appear dead to any means of detecting life. Your body leaves behind a token. You remain incapacitated until the following ritual is performed with the token: A cortical stack chip in the implant located at the base of the skull, and it must be uploaded to a computer wherein you are digitally copied.

While Incapacitated, your only weakness is An electrical shock to the cortical stack, and if you take Damage from it, you will die. Damage from other sources will still be dealt and can cause Battle Scars, but will only kill you if your body is destroyed completely. If your weakness is not immediately obvious, attackers may roll to discover it. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.

Community Artifacts

Hammer

Created and held by Dylan 'Dill' Parker.
A beat up shotgun covered in dents and scratch marks from tiny claws

The shotgun almost shudders with anticipation at the thought of spilling rodent blood.


This Artifact can be used as a shotgun. It is roughly the same size as a shotgun and just as difficult to conceal.

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.

You also gain the following effects:

  • Bane: Injuries dealt to rats and ratlike entities are increased by 2 Severity levels.
  • Infinite Ammo: This weapon never runs out of its standard ammunition.

  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.
  • Rifles are +1 Difficulty to use in melee range. Sniper Rifles are +3 Difficulty to use without a tripod or in melee range. Setting up a tripod takes an Action.

The Aegis-Grav Gauntlets

Created by Viktor Caetano ("Lex"), given to Akira Han.
The Gauntlets themselfs seem to be made out of some sort of grey metal, with what seems to be a small glass canister which has a swirling blue and purple liquid, which seems suspended inside. Wires also seem to be coming from inside of the Gloves attaching themselfs to other parts of the gloves some connecting to the palms of the gloves which seems to be a seperate piece of stainless steel, however when activated it seems to shimmer blue/purple. On the left gauntlet seems to be a slider when used, There would be an Option to input some code... with a hologram keyboard popping up with selected.

Looking upon the user wearing the gloves you would see them smack their gloves together before a glowing blue light, seems to come from the metal platting on the palm.


Expend a point of Battery and spend an Action.

You may move easily and without a roll in any of the following situations. Lasts 2 hours.

  • Spider Climber: You are able to climb on and cling to any surface without regard for the ordinary rules of gravity. You climb at half your normal movespeed.

You only gain the benefits of this effect if you are in Urban Environment.

As the user activate the program on the watch a bright light would appear from the watch for a brief second before dimming down as a light blue shimmer ingulfs the user and a timer on the watch starts ticking down it starts at "1 Hour, 59 Minutes, 48 Seconds."

The code itself is rather normal, but whatever the Protocol is placed into is supernaturally enhanced when the code is activated that causes a force field to expand from the user onto the person.


Expend a point of Battery and spend an Action. Roll Intellect + Technology at Difficulty 6.

If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.

The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.

Mobility tools.

Created and held by Clay Evans.
Currently includes a wrist mounted grappling hook and a set of gloves & boots.

Years of dodging trouble and getting out of sketchy situations left their mark - making Evans more cold, calculating, but most of all slippery.
As of his last job however Clay is now able to weave trouble by quite literally jumping away thanks to his his new best friend - a wrist mounted grappling hook that has been expertly tuned to account for Clay's lightweight frame and equipment load, making him as slippery as a snake and fluid as a professional dancer, ideally at least.


Exert your Mind and spend an Action or Reaction to activate. Select a Location which is at most 50 feet away horizontally or 10 feet away vertically.

You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.

If your target location is no more than 50 feet away, you may spend your Free Movement instead of an Action to activate this Effect.

  • If you are Encumbered, the maximum range is cut in half. If Encumbrance has reduced your total movement to 0, you cannot activate this Effect.
  • Rolls to land safely will generally be Athletics, but GMs may call for a different roll at their discretion if it makes sense for the specific circumstances.
  • You must be on a surface of some kind in order to activate this effect; it cannot be activated while in mid-air.
  • You may only use this Effect once per round of combat, regardless of any enhancements you have taken.
  • You can target yourself if you qualify as a valid target by the other requirements.

Specialized gloves and boots with metal hooks that allow for climbing and easier movement through dense underbrush.


You gain the following benefits as long as you are wearing this Artifact.

You may move easily and without a roll in any of the following situations.

  • Path Finder: You are adept at making your way through crowds, underbrush, and other dense, congested environments. While doing so, you move at full speed.
  • Spider Climber: You are able to climb on and cling to any surface without regard for the ordinary rules of gravity. You climb at your normal movespeed.

Chimera Destroyer

Created and held by Nova Tatsuya.
A jet black top with a design of a warrior helmet on it.

Nova wields their launcher before firing their bey at their target. Any payload attached to it seems to be magnetized onto it.


This Artifact can be used as a slingshot. It is roughly at least twice as large as a slingshot and cannot be concealed on your person or disassembled for storage.

Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. Attacks do not require a successful called shot to do damage.

You also gain the following effects:

  • Infinite Ammo: This weapon never runs out of its standard ammunition.
  • Payload: Your projectiles can carry a payload of up to 3 lbs without a penalty.

  • This Artifact cannot be disguised or morphed with other Effects like Shape-Changing object.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

A purple aura emits from Chimera Destroyer as it begins to spin faster and faster before a purple spirit emerges from it. The warrior wields a gladius and bow shield, standing tall in front of Nova, guarding them vigilantly.


Exert your Mind and spend an Action.

Summon a single Non-Sapient, Animate Chimera Destroyer Spirit at your location. They last until they move more than 150 feet from you or are destroyed They are controlled by the GM but will follow any commands you give. This Artifact may have at most one active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 4 dice to dodge, Grapple, or make unarmed Attacks. Their Attacks have 50 feet of range and deal +3 Damage.
  • Body/Mind: Minions have 7 Body. They automatically fail all Mind resistance rolls.
  • Armor: Minions have 3 Armor.
  • Movement: Minions can move 15 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have dog-level intelligence and cannot communicate back to you. They cannot actively use Equipment.
  • Actions: Any Perception checks they make are rolled with 3 dice. If ordered to protect someone with its life, your Minion may sacrifice itself to absorb an Attack on their behalf, provided it is within 15 feet of them. They can lift and haul as though they have 4 Brawn.
  • Unusual: Minions are obviously Alien to any observer.

  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Both Nova and Destroyer wind up an attack before launching it at the target. The target begins to feel a heavy weight on them before they are locked in place by an unseen force. If the coma effect is triggered, the ground beneath the target cracks as the weight increases tenfold.


Spend an Action. Select a Living or Animate target within 30 feet. This Effect cannot be used unless Destroyer is summoned and and you are under the effect of an energy transfer gift. Roll Dexterity + Athletics at Difficulty 6. Affected targets may resist by rolling Body at Difficulty 6.

If you succeed, your target becomes drowsy for the next 30 seconds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall into a state of sleep paralysis for Contested Outcome x 3 minutes. During this time, they remain fully conscious and aware of their surroundings but are incapable of taking any actions.

Sleeping targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.

If an affected target was already sleeping when you used this Effect, they are put into a deep coma that lasts indefinitely, but they will be awoken from it if someone knocks them out of the affected area (10ft).

When an affected target wakes up, they remain drowsy for the next minute, and suffer a -3 dice penalty. If an affected target successfully resists being put to sleep, they will still become drowsy for the next minute, and will suffer the same penalty.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.

  • For targets where "sleep" does not make any sense in terms of flavor, they will power down, freeze, etc, whatever state they can be in which is analogous to sleep.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Varpal Sword

Created and held by Alicia Pleasence Liddell.
Alice's sword is slender and gleaming, with a heart-shaped guard and a handle adorned with lace and butterfly motifs. The blade itself is elegant and finely crafted, reflecting light with a pristine edge that suggests both grace and precision in combat. Its overall appearance combines whimsical charm with the practical elegance befitting of a heroine navigating Wonderland's fantastical challenges.

When the Gift is used, participants and observers see a shimmering aura around the user, emitting a soft, ethereal glow. The air hums with a harmonious vibration, evoking tranquility and heightened awareness.

Alice's sword, forged in dreams, wields Wonderland's magic, a symbol of courage and whimsy


This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe but can be collapsed into It's a miniature version of the sword that Alice has hanging from her belt. and concealed. Collapsing or expanding it costs a Quick Action.

Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.

You also gain the following effects:

  • This melee weapon may extend for a single attack up to 50 feet away. Retracting back into its usable size is a Quick Action.
  • Mjolnir: You may call your weapon back to your hand as a Quick Action if it is within 50 feet of you. Can only be used on melee weapon that you have wielded in the past hour.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

The conection that Alicia has with the sword.


This Artifact cannot be broken.

If this Artifact is lost and in no one’s possession, it finds its way back to its creator during the next Downtime.

  • "Cannot be broken" means that damage cannot render the Artifact's Effects unusable, nor can it cease to be used for its primary mundane purpose, if it has one.

Stock Artifact Crafting Gifts

You gain the following benefits as long as you are wearing this Artifact.

You get +0 dice to any Mind resistance rolls you make. You also gain the following effects:

  • Naturally Resistant: Any time you make a Mind resistance roll, the individual who you are resisting must Exert their Mind, or your resistance succeeds automatically.
  • Clash Of Wills: If you fail to fully resist an Effect, your Outcome is considered to be 0.

  • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

You gain the following benefits as long as you are wearing this Artifact.

You get +2 dice to any Body resistance rolls you make. You also gain the following effects:

  • Survivor: You are immune to all non-Alien diseases.
  • All Brawn No Brain: You suffer a -2 dice penalty on Mind resistance rolls.

  • These bonuses apply only to Body rolls made to resist Effects and other supernatural phenomena. They do not apply to other contexts such as attacks made while under the Creature Transformation Effect.